Reference
Optional fight rules
Every rule a game system can switch on or off: 240 rules in 33 groups. 74 are on when a game system is first made. Staff switch them under Game Design › Combat & effects › Game systems; see Rule sets and options.
Action Economy
- Action Point EconomyOn by default
ap_economy - Enforces and deducts each ability's Action Point cost, and refills Action Points to this game system's per-turn base at the start of each character's turn.
- End Turn At 0 EnergyOn by default
auto_end_turn_no_energy - With the Action Point economy on, a character's turn ends automatically when their Energy reaches 0.
- PvE Values
pve_values - Fights where one side is all NPCs use the game system's PvE Energy per turn (Base AP PvE / PvE formula) and the PvE drone budget. Off = PvP values in every fight.
AoE
- Area of Effect
aoe - Abilities with an AoE Radius are aimed with a placer prim the HUD rezzes, wiggle off target, and hit everyone inside. Off = AoE fields are ignored and abilities target one character as before.
- AoE: WiggleOn by default
aoe_wiggle - Areas land off target by a random distance that the thrower's Explosives skill reduces. Off = they land exactly where placed.
- AoE: EvadeOn by default
aoe_evade - Characters caught in an area with an Evade AoE ability may roll it to get clear.
- AoE: Persistent AreasOn by default
aoe_persistent - Areas with AoE Rounds stay for those rounds and hit whoever ends (or starts) a turn inside. Off = every area is instant.
Armor
- Armor (AR / AV)
armor - Equipped AR and AV item stats protect against direct hits; abilities can Pierce, Rend or deal True damage. Off = no armor.
- Carry Weight Limit
equip_weight_limit - Equipping is refused past the max carry weight, or if it would drop movement below 1m.
- AR: Might Bonus
ar_might_bonus - Medium armor (ARMT 2) and heavy armor (ARMT 3) give extra AR for Might (MIG), by the AR: Might settings. Off = the AR stat alone.
Class Skills
- Rage
quirk_rage - Quirk rage: Raging for some rounds - more damage per melee hit, lower Defense; Blood Frenzy and Unstoppable work while it lasts.
- Bulwark Stance
quirk_bulwark - Quirk bulwark: allies next to the user get more Defense until the end of the user's next turn.
- Last Stand
quirk_last_stand - Quirk last_stand: the user can't be Downed for some rounds.
- Traps
quirk_trap - Quirk trap: an area that lands hidden and hits nobody, then springs on the first enemy who moves into or through it - they stop there and it hits them. Needs Area of Effect.
- Aimed Shot
quirk_aimed_shot - Quirk aimed_shot: the user's next ranged weapon attack this turn is more likely to hit and Pierces.
- Kill Shot
quirk_kill_shot - Quirk kill_shot: as Aimed Shot, and every hit of that attack is critical.
- Smoke
quirk_smoke - Quirk smoke: an area that blocks sight for its rounds - no ranged attacks or spells into, out of or across it, and no spotting a sneaker through it.
- Mirror Image
quirk_mirror_image - Quirk mirror_image: more Defense until the user is next hit.
- Vanish
quirk_vanish - Quirk vanish: the user starts sneaking even in sight of enemies and can't be spotted until the end of their next turn. Needs Stealth.
- Poisoned Blade
quirk_poison_blade - Quirk poison_blade: the user's next melee weapon hit Poisons the target.
- Shadowstep
quirk_shadowstep - Quirk shadowstep: a free move this turn, without Opportunity Strikes.
- Death Mark
quirk_death_mark - Quirk death_mark: the target takes double Sneak Attack dice from the user for the fight.
- Rally
quirk_rally - Quirk rally: ends Frightened on whoever it lands on.
- Anthem
quirk_anthem - Quirk anthem: a song or dance that ends by itself after a few rounds. Needs Songs and Dances.
- Area: Enemies Only
quirk_area_enemies - Quirk area_enemies: an area that catches only its user's enemies.
- Harmony
harmony - Someone under a song and a dance at once also gets more Defense and Ward. Needs Songs and Dances.
- Drain
quirk_drain - Quirk drain: the user heals part of the damage it deals.
- Raise Thrall
quirk_raise_thrall - Quirk raise_thrall: a Downed NPC (never a player) stands up on the user's side, theirs to control, for the rest of the fight.
- Overcharge
quirk_overcharge - Quirk overcharge: the user's next damaging spell this turn rolls once more.
- Chain
quirk_chain - Quirk chain: after it resolves, its "(arc)" ability strikes a few more enemies near the target, at no cost.
- Blink
quirk_blink - Quirk blink: a free move this turn, without Opportunity Strikes.
- Smite
quirk_smite - Quirk smite: readies a Smite for the user's next melee hit this turn - radiant damage past DR, its mana paid when it lands.
- Avatar of Faith
quirk_avatar - Quirk avatar: for a few rounds every melee hit of the user smites, free.
- Consecrate
quirk_consecrate - Quirk consecrate: an area that heals the user's allies instead of hitting them.
- Guardian Aura
guardian_aura - Allies near someone whose class gives GUARD get that much Ward.
- Revive
quirk_revive - Quirk revive: a Downed ally stands up (once a fight per target); quirk miracle: every Downed ally nearby does.
- Sanctify
quirk_sanctify - Quirk sanctify: the target is Sanctified for a few rounds (Shield of Faith).
Climbing
- Climbing, Cling & Falling
climbing_falls - After a climb you say where you stopped; on a wall you Cling each turn (1 AP) or fall, and the HUD measures the fall for damage. Off = climbing moves work as before.
- Water Halves FallsOn by default
fall_water_halves - A fall that lands in water counts as half its height.
Consumables
- Consumables
consumables - Using an item in combat costs AP, has a range, and only ends your turn when you run out. Scrolls cast their ability without its Mana cost. Off = use an item, end your turn.
- Consumables Per Fight CapOn by default
consumable_use_cap - Each character can use at most the capped number of consumables in one fight.
- Heart AttackOn by default
heart_attack - Too many injections in one fight deal true damage and halve all healing received afterwards.
- Consumable Weight (CWT)
consumable_weight - The per-fight cap counts each consumable's CWT (at least 1), raised by equipped gear, and deployables count too. Needs the per-fight cap on. Off = each consumable counts 1.
- Item Effects: Oils, Poisons, Burn Balm
item_effects - Weapon oils (next hits Burn, Slow or +1 damage), poisons (next hit Poisons) and burn balm (less fire damage for a while), from the item's stats; fight only.
- Tonic Sickness
tonic_sickness - The third healing draught in a fight hurts, and halves healing for the rest of it (heart_attack_* settings).
- Ammunition
ammunition - Weapons listed in item_ammo use their ammunition up, one per attack roll (arrows, bolts, powder and shot); no shot or reload without it.
- Consumables: Level to Use
consumable_requirements - An item's requirements (level to use, a stat) are checked when it's used, as when gear is equipped (needs item_stat_requirements).
Cover
- Cover Rating
cover_rating - Attacks roll against the target's Cover Rating (Exposed, Stand-Off, In Cover, High Ground, Sprinting, Engaged in Melee) instead of a defence roll. Off = the opposed attack vs defence roll.
- Cover Prompt After MovingOn by default
cover_prompt_after_move - After each move, ask the mover whether they are Exposed, in Stand-Off, In Cover or on High Ground. Off = cover only changes with @party cover.
- Flanking PromptOn by default
flanking_prompt - When attacking someone In Cover or on High Ground, ask the attacker whether they are past the target's flanking line; yes ignores that cover. Off = declared cover always applies.
- Agreed Flanking
flanking_consent - Cover Rating: when an attacker says a covered target isn't in cover from them (they're flanking), the target has to agree. If they disagree, the attacker attacks anyway (the cover stands) or calls the attack off, at no cost.
- Hit On Equal CROn by default
cr_hit_on_tie - An attack roll equal to the target's Cover Rating hits. Off = it must beat the Cover Rating.
Criticals
- Critical Damage
crit_bonus_damage - If any roll of an attack crits, its damage is Critical: Damage % higher and (Critical: Ignores AR) skips AR. Off = crits do what the ability says.
- Fumbles Cost Energy
fumble_ap_penalty - A crit fail costs Fumble: Energy Lost at the start of the attacker's next turn, and (Fumble: Ends Attack) the action's other rolls aren't made. Off = just a miss.
Defense
- Ties Hit (Defence Roll)
defence_hit_on_tie - An attack roll equal to the defence roll hits (meet or beat). Off = the attack has to beat it. Cover Rating has its own switch.
- Defense Modifiers
defence_modifiers - Without Cover Rating: Flanked, Outnumbered, Prone, Unaware, high ground, shield wall, In Cover, DEFM / DEFR and Marked change the defence roll (Defense settings). Off = the defence formula alone.
Drones
- Drones
drones - Equipped drone items join the fight as their own combatant with a token, commanded by allies on their turns (@drone control). Off = drone items are ordinary items.
- Drones Use Operator Skills
drone_operator_skills - A drone or turret rolls with the skills of whoever is commanding it this turn. Off = it rolls with its own skills.
Emplacements
- Emplacements
emplacements - Barricades, deployable cover and turrets: @deploy places one as its own combatant with HP; @party cover behind <name> uses it (8-15 hits the emplacement instead); turrets are commanded like drones. Off = ordinary items.
Escaping
- Escaping Combat
escape_rules - @party flee: rounds gone, distance from the nearest enemy, no recent damage, and out of every enemy's sight - or the other side agrees. Off = not used, and leaving the party works as before.
- Escaping: No Leaving Mid-FightOn by default
escape_leave_gate - Leaving the party once a fight has started is refused - escape with @party flee instead.
- Escaping: Ask To Be Let GoOn by default
escape_consent - @party flee ask - if every enemy agrees, you escape at once, whatever the other conditions.
Experience
- PvE Fight XP
pve_fight_xp - Players get XP at the end of a fight against NPCs: so much per NPC enemy downed, more for downing them all, up to a daily cap. PvP and sparring give none.
Grapple
- Grapple
grapple - Characters can @party grapple someone in reach, hold them each turn, and be escaped from. Off = no grappling.
- Attacks On A Grapple Can Hit The PartnerOn by default
grapple_hit_redirect - An outsider attacking a grappler or Held rolls against bands: a miss, a hit on the partner instead, or a hit. Off = attacks work normally.
- Held Can Only Target GrapplerOn by default
grapple_held_target_lock - While held, a character's attacks can only target whoever is grappling them.
- Position MarkersOn by default
grapple_markers - Rez a marker where a grappled character should stand, and for @party whereami. Off = announced in chat only.
- Grapple Weapon WeightOn by default
grapple_weapon_weight - Heavier weapons take a penalty against a grappled pair, and grappling/held characters are limited in what they can use.
- Ask To Keep Hold
grapple_hold_prompt - At the start of the grappler's turn, ask whether to pay to keep hold or let go. Off = the hold is paid automatically.
Items
- Item Copies Count
item_copy_stats - An equipped copy's own quality-point and enchantment stat bonuses count; a Worn copy (low durability) loses the quality ones, a Broken one gives nothing at all.
- Item Wear
item_wear - Copies with durability wear: each equipped one a day the character is online, the weapon used and armor and shield worn each fight, armor more for a bad wound.
- Item Repairs
item_repair - Repairs (HUD Inventory, or a town repairer's talk choice) restore durability and cost some max durability, by who repairs; at max 0 the copy crumbles.
- Crafting Roll
craft_quality_roll - A craft is 3d6 + skill, tool, station, care and a rare component against the recipe's DC; the margin sets the quality, durability and quality points.
- Enchanting
craft_enchanting - At an enchanting table an enchanter sets a rune into a copy with a free slot: 3d6 + skill, station and care against the rune's DC; the rune is used up either way.
- Work Hours
work_hours - Accounts have Work Hours (refilling over time, shared by their characters), spent on crafting, care, gathering and repairs; a craft takes an hour of real time per Work Hour.
- Node Depletion
node_depletion - Each gathering node gives an account (all its characters together) a few attempts a day, then is worked out for them until midnight.
- Spoilage
item_spoilage - Items with stat SPOIL (potions, meals, powder - non-stacking) keep for a time by quality, are Spoiled at half strength for a week, then rot away; quality changes their strength.
- Profession Skill Gain
profession_skill_gain - Successful crafts give profession XP by the Work Hours they took and how close the recipe is to the crafter's tier; skill points cost more each rank; sub-professions stop at 50.
- Signature Items
signature_items - A master-made Masterwork can become a Signature piece: up to three contributions from other professions, a staff-approved name, at most two worn; reforging restores a worn-down max.
- Heirlooms
heirloom_items - A Signature item with all its contributions and a legendary component (stat LEGEND) becomes an Heirloom: bound to its owner, half the max lost on repairs, one property staff design.
- Salvage
item_salvage - Break a copy of gear down for a quarter of its recipe's materials (at least one of the main one), and essence for each enchantment.
- Disenchanting
item_disenchanting - An enchanter at an enchanting table destroys an enchanted copy for essence of its tier: one per enchantment, two at high skill (needs Enchanting).
- Profession Rules
profession_rules - One main profession (changed with a letter of indenture), a sub-profession picked at level 10 that stops at 50, and gathering skills that stop at 50 unless the main profession raises them.
- NPC Buyback Cap
npc_buyback_cap - NPC vendors pay each account at most a weekly amount for goods its characters sell them; past it they stop buying until Monday.
- Gathering Roll
gathering_roll - Gathering nodes with terms take their skill and a tool, and a 3d6 roll plus skill decides the yield and rare finds; each placed node gives a few harvests, then rests.
- Auction House
auction_house - Players list items for 1, 3 or 7 days with a starting bid and optional buyout; the server holds the item and the bids until it closes, with a listing fee and a sale fee.
- Crafting-order Board
craft_orders - Players post commissions for crafted items with a payment the server holds until a crafter delivers; a posting fee and a cut of the payment.
- Player Stalls
player_stalls - Staff make a placed vendor a character's or faction's stall: weekly rent, the owner's own items and prices held by the server, a fee on each sale.
- Station Fuel
station_fuel - Master stations not on power burn fuel from the crafter, a set amount a craft.
Looting
- Looting
looting - Winners of a fight may @loot each downed foe once: a d100 roll decides what they may take. Off = no looting.
- Discard
discard - @party discard throws away equipped gear mid-fight so it can't be looted - recovered, stolen or lost on a d100. Off = no discarding.
Magic
- Spell Armor Limits
spell_armor_limits - A spell with the Hindered by Armor quirk costs Medium armor: AP more in medium armor and can't be cast in heavy (by ARMT).
- Self-Heal Halved
spell_self_heal_half - A spell's healing on its own caster is cut to Self-heal: percent (50).
- Concentration
spell_concentration - One lasting buff or debuff per caster: a new spell's lasting effects end their earlier spell effects, and all end when the caster goes Down.
- Quirk: Meditate
quirk_meditate - An ability with the Meditate quirk gives its user back Meditate: mana plus their casting attribute (CA) / Meditate: CA divisor mana.
- Spell Channeling
spell_channeling - Spells take turns to channel by rank and free hands; released on a later turn (Release: AP), held, lost by doing anything else, or aborted for the mana back (@party abort).
- Spell Glow
spell_glow - Starting, holding or releasing a spell (or a Willpower ability) breaks Sneaking, and nobody channeling or holding can start sneaking. VEIL casts unseen.
- Counterspell
counterspell - Enemy casters with a Counterspell, a reaction left, the spell's mana and its rank are asked before a spell goes off or starts channeling; Yes = it fizzles.
- Quirk: Dispel
quirk_dispel - An ability with the Dispel quirk ends one lasting spell effect of its rank or lower on each target (an enemy's buff, an ally's Hex).
- Rune Weapons
rune_weapons - Items with RUNE (a school): once a fight, armed, the next spell of that school comes sooner or gets a roll more and counts a rank higher against Counterspell.
- Songs & Dances
songs_dances - Song / dance abilities start an aura: allies within Song: radius get its stat buffs (one song and one dance each), for Song: upkeep mana a turn.
- Area Spells Roll Once
aoe_spell_one_roll - An area spell rolls once and meets each target's Ward, instead of hitting everyone in the area automatically.
Movement
- Tactical Movement
tactical_movement - Move costs Action Points: a range ring shows how far you can go, and terrain, stance, weight and sprinting apply. Off = the older Energy-based move.
- Move Preview
move_preview - Tactical movement: after walking, Move first shows the distance, the Energy it costs and how far everyone else is from the new spot; pressing Move again (or ending your turn) takes it.
- Banded Move Ring
move_ring_bands - Tactical movement: the move ring shows a coloured band for each AP (1, 2, 3) and the Sprint bonus, so you can see what a distance costs. Needs the 5-prim Radius Range Template. Off = one ring for the whole move.
- Forced Movement
forced_movement - Abilities with a Forced movement (Bash, Impulse Cannon, Repulsor...) push or pull: the saved position moves, a marker shows the new spot, and they end up Exposed. Off = no one is moved.
- Move From The Fight Map
map_move - An NPC's controller picks where it moves on the website's fight map; its prop walks there and the move counts as if it were dragged. Needs NPC Titler 1.9 in the prop. Off = NPCs move only by dragging the prop and pressing Move.
Passives
- Equipment Passives
item_passives - Item passives (By The Sword, Steady, Restrain...) work while the item is equipped. Off = they're description text only.
- Passive: By The SwordOn by default
passive_by_the_sword - A turn with no Attack Action gives extra DR until their next turn. Only with Equipment Passives on.
- Passive: SteadyOn by default
passive_steady - Prone or crouched, its attacks treat a high Cover Rating as 13. Only with Equipment Passives on.
- Passive: HeadshotOn by default
passive_headshot - A charged 3 AP attack whose attacks all hit does extra damage and Staggers. Only with Equipment Passives on.
- Passive: Field TraumaOn by default
passive_field_trauma - Healing the wielder does is increased. Only with Equipment Passives on.
- Passive: Tools of the TradeOn by default
passive_tools_of_trade - Instant healing the wielder does is increased. Only with Equipment Passives on.
- Passive: Nanoswarm HiveOn by default
passive_nanoswarm_hive - Everyone near the wielder heals a little at the start of their turn. Only with Equipment Passives on.
- Passive: RestrainOn by default
passive_restrain - A hit caps the target's movement and stops Sprinting until they pay AP to get free. Only with Equipment Passives on.
- Passive: SaviorOn by default
passive_savior - A faller may stop the fall for free. Only with Equipment Passives on.
- Passive: APSOn by default
passive_aps - A drone taking a big hit marks whoever hit it. Only with Equipment Passives on.
- Passive: Unnerving BurstOn by default
passive_unnerving_burst - Attacking someone in cover puts them at a penalty on their next turn. Only with Equipment Passives on.
- Passive: Chaff-ZoneOn by default
passive_chaff_zone - Hostile drones near the wielder are at a penalty to attack. Only with Equipment Passives on.
- Passive: Snap-ShotOn by default
passive_snap_shot - The item's attack rolls may be shared out between targets near each other. Only with Equipment Passives on.
- Passive: CleaveOn by default
passive_cleave - An Attack Action also rolls 1 attack, for half damage, on each other enemy close by. Only with Equipment Passives on.
Quirks
- Weapon Quirks
weapon_quirks - Weapon quirks (Recoil, Scoped, Tracking, Nimble, Spread, Charge...) and the Aim and Brace actions change attacks. Off = quirks are description text only.
- Quirk: RecoilOn by default
quirk_recoil - Attack rolls at a penalty. Only with Weapon Quirks on.
- Quirk: CumbersomeOn by default
quirk_cumbersome - Attack rolls at a bigger penalty. Only with Weapon Quirks on.
- Quirk: ScopedOn by default
quirk_scoped - Aim gives more; outside optimal range costs more. Only with Weapon Quirks on.
- Quirk: TrackingOn by default
quirk_tracking - A sprinting target's Cover Rating from sprinting doesn't count. Only with Weapon Quirks on.
- Quirk: CQCOn by default
quirk_cqc - Ignores Engaged in Melee on someone who melee-attacked you this round. Only with Weapon Quirks on.
- Quirk: DefensiveOn by default
quirk_defensive - A hit puts the target's attacks at a penalty until the attacker's next turn. Only with Weapon Quirks on.
- Quirk: ConcealableOn by default
quirk_concealable - A Sneak Attack that misses doesn't reveal the sneaker. Only with Weapon Quirks on.
- Quirk: NimbleOn by default
quirk_nimble - After a Nimble action, once a turn, a free move of part of your MOV. Only with Weapon Quirks on.
- Quirk: SpreadOn by default
quirk_spread - Outside optimal range everyone near the target is attacked too, at part damage. Only with Weapon Quirks on.
- Quirk: ChargeOn by default
quirk_charge - Chargeable items take a Charge action that (Charged) abilities need and use up. Only with Weapon Quirks on.
- Action: AimOn by default
aim_action - Spend AP for a bonus on every roll of your next offensive action this turn. Only with Weapon Quirks on.
- Action: BraceOn by default
brace_action - Declared before acting: your next ranged attack gets a bonus and ends your turn. Only with Weapon Quirks on.
- Quirk: Charged Damage
quirk_charged_damage - While its item is charged, an attack rolls its "Damage when charged" formula instead, and uses the charge up. Only with Weapon Quirks on.
- Quirk: EMP
quirk_emp - An EMP area leaves a field: Charges inside are lost and can't be made, Machine gear is at a penalty, Auto-Hit has to roll. Only with Weapon Quirks on.
- Quirk: Crush
quirk_crush - Every point of a Crush weapon's damage counts twice against AV. Only with Weapon Quirks on.
- Quirk: Keen
quirk_keen - A Keen weapon adds Keen: Bonus per hit once the target's AV is gone, or against no armor. Only with Weapon Quirks on.
- Quirk: Penetrating
quirk_penetrating - A Penetrating weapon skips AR and counts twice against AV (firearms). Only with Weapon Quirks on.
- Charge in Scatter
charge_in_scatter - @party charge (reloading) works in the Scatter Phase - it isn't an attack. Only with Weapon Quirks and Charge on. Off = blocked there like an attack.
- Quirk: Loud
quirk_loud - Firing a Loud weapon gives a sneaking shooter away at once. Only with Weapon Quirks on.
- Quirk: Uses per Target
quirk_target_cap - An ability with the Uses per Target quirk lands on the same target at most Uses per Target times a fight. Only with Weapon Quirks on.
- Quirk: Needs a Weapon
quirk_weapon_type - Abilities with a Needs... quirk (melee weapon, ranged weapon, shield, two weapons) can't be used without that gear equipped. Only with Weapon Quirks on.
- Quirk: Knockdown
quirk_knockdown - A hit with a Knockdown ability knocks the target Prone.
- Quirk: Misfire
quirk_misfire - A thrown item with quirk misfire lands at the thrower's feet on a natural 3-4.
- Quirk: Hook
quirk_hook - A hit Hooks the target: no shield bonus until its next turn, or dragged 1 m closer if it has no shield.
- Quirk: Ignores Shields
quirk_ignores_shield - The target's shield bonus doesn't count against this attack (needs defence_modifiers).
- Quirk: Two-Handed Bonus
quirk_two_handed - +1 damage a hit when nothing else is in the wielder's hands.
- Quirk: Cleave
quirk_cleave - A strike that downs its target makes one roll against the nearest other enemy in reach.
- Quirk: Brace against a Charge
quirk_brace_charge - An enemy moving into the reach of a spear or polearm from outside it lets the holder strike first: one roll, a reaction (brace_charge_ap).
- Quirk: Thrown
quirk_thrown - A thrown attack leaves the weapon where it landed: its attacks wait until Pick Up near it (thrown_pickup_m) or the next fight.
- Quirk: Cone
quirk_cone - Aimed at a target, the attack also rolls at everyone else in a cone that way out to its reach, allies too (cone_degrees).
Reactions
- Reactions During Surprise Round
reactions_in_surprise_round - Allows reaction prompts (e.g. Block) during a Surprise Round. Off by default: the doc says only the ambusher acts in Round 0.
- Parry Reactions
quirk_parry - A reaction with the Parry quirk adds Parry: Defense (plus PRY) to its user's Defense against the melee attack it answers. Only with Weapon Quirks on.
- Dodge Reactions
quirk_dodge - A reaction with the Dodge quirk adds Dodge: Defense against the ranged attack it answers, in armor of ARMT Dodge: Max Armor or less. Only with Weapon Quirks on.
- Reactions Paid Next Turn
reactions_from_next_turn - A reaction costs nothing when taken: its AP comes off the start of the reactor's next turn, so a reaction can be taken with no AP left.
- Opportunity Strikes
opportunity_strikes - Moving out of an engaged enemy's reach lets them take one roll of a melee strike as their reaction. @party disengage on your turn (Disengage: AP) leaves melee without provoking one.
- Arcane Shield
quirk_arcane_shield - Reaction (quirk arcane_shield): + Defense or Ward against one attack, spells too. Its mana is paid when taken.
- Overwatch
overwatch - An enemy who moves within reach of a ranged weapon of someone with Overwatch (OVERW) is offered to them as a reaction shot (one roll).
- Divine Ward
quirk_divine_ward - Reaction (quirk divine_ward) for an ally within its range: + Ward against one spell.
Rolls
- Saving Throws
saving_throws - An ability with a save stat makes the target roll its save (the defence formula) against the caster's DC (the attack formula). Meeting the DC saves; half damage on a save where the ability says so.
- Advantage From Effects
advantage_from_effects - Rolls get advantage or disadvantage from the ADV, DIS, ADVA, DISA, ADVS and DISS stats (buffs, perks, items) and from Advantage / Disadvantage effects.
- Advantage From Conditions
advantage_from_conditions - D&D 5e conditions: Prone, Stunned, Restrained, Blinded, Poisoned and Frightened give advantage or disadvantage on attacks and saves.
Round Structure
- No Downing in Round 1On by default
round_one_no_death - Damage that would reduce HP to 0 or below during the Surprise Round or the first standard round instead leaves the character at 1 HP.
- Team-Alternating Turn OrderOn by default
team_alternating_turn_order - Turn order alternates between teams (highest roll first, then the opposing team's highest, and so on) instead of one flat highest-roll-first queue across both teams.
- Scatter: No AttacksOn by default
scatter_no_attacks - The Scatter Phase is preparation only: attacks, damaging abilities and grapples are refused until Round 1. Only matters when the Scatter Phase is switched on.
- Surprise Initiator: Natural 22
surprise_natural_22 - Whoever starts a Surprise doesn't roll initiative: they count as the Surprise Initiative setting (22) and win ties.
- Surprise Initiator Skips Round 1
surprise_skip_round_one - Whoever started a Surprise has their Round 1 turn passed once - they acted in the Surprise Round.
- Scatter: Reverse Order
scatter_reverse_order - The Scatter Phase runs from the bottom of the turn order up, so the highest roll goes last.
- Go Last
go_last - Anyone may give up their place and go last (@party golast), chosen before Round 1. From Round 1 they act after everyone else, highest roll last.
- Scatter: Anticipation
scatter_anticipation - In the Scatter Phase, after a move, one free move per fight of some metres per Survival rank.
- One Attack Action Per Turn
attack_action_limit - At most "Attack Actions Per Turn" (1) Attack Actions a turn - abilities whose Action Type is Attack (or, with none set, that hit or damage someone else). Reactions don't count.
- Desperado Trait
desperado_trait - The Desperado trait (Desperado: Trait Class Id) may make more Attack Actions a turn, all with light gear and no area, within an AP cap. Only with One Attack Action Per Turn on.
- Round 1: Damage Cap
round_one_half_hp_cap - In round 0 and 1 one attack action takes at most Round 1: Cap % of the target's max HP (after DR and armor). Off = no cap.
- Staff-Run Fights Only
staff_fights_only - Only staff who can run fights (superadmin, admin or hud_npc_menu) start a fight or invite players and NPCs into one. Players accept invites and fight as usual.
- One Bonus Action Per Turn
bonus_action_limit - Abilities whose action type is Bonus can be used once a turn.
Rows
- Front and Back Rows
combat_rows - Fighters stand in a front or back row. Back-row melee deals less; melee reaches the back row only once the front row is down; areas hit one row; changing row ends the turn (free before Round 1).
Scene Transitions
- Scene Transitions
scene_transitions - Area TPs in a fight: @party areatp <colour> costs AP, saves where you land and lets you Sprint; Yellow/Green are refused; the Tram groups riders by a 1d7 roll. Off = not used.
Sparring
- Sparring Matches
sparring - The party leader can mark a fight as a sparring match before it starts (@party spar or the HUD's Sparring button): nobody in it is wounded. Off = no sparring option.
- Sparring: No LootingOn by default
sparring_no_loot - In a sparring match the winners get no loot rights.
- Sparring: HP Back AfterwardsOn by default
sparring_restore_hp - After a sparring match (or on leaving one early) everyone's HP goes back to what it was when the fight started.
Stats
- Training From Level
training_by_level - Training (stat TRN) comes from level: Training Base, +1 every Training Every Levels levels after the first, up to Training Max. Rule sets that use Training add it to attacks, Defense and Ward. Off = no TRN from level.
Statuses
- Weapon Statuses
weapon_statuses - Abilities and storytellers put stacking statuses on people in a fight (Bleeding, Burning, Maimed, Marked, Dazzled, Staggered, Vulnerable). Off = no statuses.
- Status: BleedingOn by default
status_bleeding - Damage per stack at the end of your turn, ignoring armor and DR. Only with Weapon Statuses on.
- Status: BurningOn by default
status_burning - Damage per stack at the end of your turn, ignoring armor and DR. Only with Weapon Statuses on.
- Status: MaimedOn by default
status_maim - MOV is lowered. Only with Weapon Statuses on.
- Status: MarkedOn by default
status_marked - Cover Rating is lowered (more at the most stacks). Only with Weapon Statuses on.
- Status: DazzledOn by default
status_dazzled - Every skill and MOV is lowered (not AR or DR). Only with Weapon Statuses on.
- Status: StaggeredOn by default
status_staggered - No sprinting, and no putting 3 AP into one attack. Only with Weapon Statuses on.
- Status: VulnerableOn by default
status_vulnerable - Extra damage from each attack action until the end of the attacker's next turn. Only with Weapon Statuses on.
- Statuses: Bleed OutOn by default
status_bleed_out - When the fight ends for someone, Bleeding and Burning still to come that would take them to 0 HP leaves them downed.
- Dazzled: Attack Rolls
status_dazzled_attack - Dazzled also takes Dazzled: Penalty off attack rolls, for games whose attacks don't use skills. Only with Weapon Statuses and Dazzled on. Off = skills and MOV only.
- Status: Slowed
status_slowed - MOV is lowered and no sprinting. Only with Weapon Statuses on.
- Status: Challenged
status_challenged - The holder's attacks on anyone but their challenger are lower. Only with Weapon Statuses on.
- Status: Rooted
status_rooted - The holder can't move. Only with Weapon Statuses on.
- Status: Poisoned
status_poisoned - Damage at the end of each of the holder's turns, and healing on them is cut. Only with Weapon Statuses on.
- Status: Feinted
status_feinted - The holder counts as Unaware (lower Defense, Sneak Attack opens) to the allies of whoever feinted them. Only with Weapon Statuses on.
- Status: Disarmed
status_disarmed - No attacks from held weapons until the holder picks it up (quirk pickup). Only with Weapon Statuses on.
- Status: Silenced
status_silenced - The holder can't cast spells. Only with Weapon Statuses on.
- Status: Frightened
status_frightened - The holder can't move toward whoever frightened them and is lower to attack them. Only with Weapon Statuses on.
- Status: Hexed
status_hexed - Lower Ward and damage at the end of each of the holder's turns; a Dispel ends it. Only with Weapon Statuses on.
- Buffs Count Down Once a Turn
buff_single_tick - A buff or debuff loses one turn when its holder's turn starts, not two. Ability durations then mean what they say: change any set to make up for the old double count first.
- Flat and Ability-Output DoTs Work
dot_mode_names - Damage and heal over time effects set to "Flat Value" or "Ability Output" deal their amount each turn and run out, like "Formula" ones. Before, they did nothing and never ran out.
Stealth
- Stealth
stealth - Characters can @party sneak: harder to hit, a Sneak Attack bonus, and revealed by sprinting, attacking or being spotted. Off = no stealth.
- Sneak AttackOn by default
sneak_attack - The first attack made while sneaking adds STE dice of bonus damage to its first target.
- Ask Sneaker About Line Of SightOn by default
stealth_los_prompt - When an enemy is inside a sneaker's detection range at the end of a turn, the sneaker says whether they can be seen. Off = being in range always reveals them.
- Hidden In Cover Can't Be AttackedOn by default
stealth_untargetable_in_cover - A character who is sneaking and In Cover can't be targeted. Needs Cover Rating on.
- No Status Effects While SneakingOn by default
stealth_no_status_effects - Attacks made while sneaking don't apply their status effects to others.
- Half Movement At STE 0On by default
stealth_zero_skill_half_move - A character with no Stealth skill moves at half speed while sneaking.
- Sneak Attack (Once a Fight)
sneak_attack_once - Once a fight, the first hit on a target that is Unaware of the attacker or Flanked by them deals SNKD x d(die) more. Only characters with SNKD.
- Sneak Attack (5e)
sneak_attack_5e - Once a round, a finesse or ranged weapon attack with advantage, or on a target an ally is fighting, adds the SA stat in d6.
Traits
- Combat Traits
combat_traits - Classes with Trait rules set (Scout, Runner...) change combat. Off = traits are roleplay text only.
- Trait: Interstellar MarineOn by default
trait_interstellar_marine - Smaller range penalties (more with Scoped); Basic ranged attacks reach further. Only with Combat Traits on.
- Trait: ScoutOn by default
trait_scout - Sprinting gives a higher Cover Rating and more metres; spots sneakers further away; once a fight, a dodge out of an area. Only with Combat Traits on.
- Trait: ResourcefulOn by default
trait_resourceful - The Throwing Weapon rolls with their best Combat skill, with a bonus to hit and damage. Only with Combat Traits on.
- Trait: GymnastOn by default
trait_gymnast - A free stance change and a free Escape each turn; no metres-per-AP cap climbing or swimming. Only with Combat Traits on.
- Trait: RunnerOn by default
trait_runner - An Attack Action and a move in one turn, carrying light gear, count as Sprinting. Only with Combat Traits on.
- Trait: Combat RiggerOn by default
trait_combat_rigger - A commanded drone's attack is a Utility Action - it doesn't use their Attack Action. Only with Combat Traits on.
- Trait: MedicOn by default
trait_medic - Medical consumables heal more and reach further; one more Utility slot for MED gear. Only with Combat Traits on.
- Trait: WelderOn by default
trait_welder - Emplacement consumables weigh less, are tougher, cost less AP to deploy, and are only lost when destroyed. Only with Combat Traits on.
- Trait: SpiderOn by default
trait_spider - Operates drones from further away; their own drones move further; a free move with their own drone each turn. Only with Combat Traits on.
- Trait: BrawlerOn by default
trait_brawler - Stronger, longer, Defensive Fists; other gear is Cumbersome; Parry-Strike against melee hits. Only with Combat Traits on.
Weapons
- Multi-Target Attacks
multi_target - Abilities set to hit every opponent (or everyone) in range attack all of them, with no target picked. Off = they need a picked target.
- Range Bands
attack_range_bands - Abilities with ranges: a target outside the weapon's range can't be attacked; outside its optimal range is -3 to hit (Range: Sub-Optimal Penalty). Uses the saved fight positions.
- Gear Skill Requirements
item_skill_requirements - Gear with a skill requirement can only be equipped with at least that base skill rank (before wounds and item bonuses).
- Slot Rules
equip_slot_rules - Slot limits from Item Slot Limits, gear that fits any one of its slots (Primary or Secondary), and no duplicate items equipped.
- Gear Stat Requirements
item_stat_requirements - Gear needs every stat it lists, met by training plus equipped gear (wounds and timed effects don't count); gear can't come off if other equipped gear would stop meeting its needs. Off = not checked.
- Slot Rules: Same Item Twice
equip_slot_duplicates - With slot rules, the same item can be worn more than once when each copy has a free slot (two rings, a sword in each hand).
- Unequip on Class Change
requirements_unequip - After a class change, equipped gear whose requirements are no longer met comes off (armor and shield proficiency). Only with Gear Stat Requirements on.
- Extra Attacks and Crit Range from Stats
stat_attack_extras - A weapon attack rolls to hit EXA more times, and crits on CRT more of the top rolls (CRT 1: 19-20 on a d20). Spells are not weapon attacks.
World
- Pickpocketing
pickpocketing - A HUD action outside fights: 3d6 + Agility against 10 + the target's Spirit takes a few coins, once per target a day; a failure warns the target.
- Lawful Zones
lawful_zones - A hostile spell cast in a lawful zone files a report, alerts the City Watch groups and marks the caster Wanted on their titler; staff draw the zones and keep the offense list.
- Pickpocketing: Take From the TargetOn by default
pickpocket_from_purse - On: a success takes the coins out of the target's purse. Off: the target loses nothing and the thief's coins come from the game.
- Community Projects
community_projects - Server-wide donation projects with milestone perks: the HUD's Community page, and the perks for this game system's characters.
Wounds
- Wounds v2
wounds_v2 - Wound tiers with max-HP and skill penalties, natural healing/worsening, stabilize and treatment (@wound). Off = the original timer-only wound.
- Wounds Heal/Worsen Over TimeOn by default
wound_natural_timers - Untreated wounds change on their own after each tier's natural hours. Off = only treatment clears a wound.
- StabilizeOn by default
wound_stabilize - @wound stabilize <name> pushes back a stabilizable wound's worsening once, by the stabilizer's MED skill.
- Treatment Costs CoinsOn by default
wound_treatment_costs - Treatment charges the patient the recovery table's cost. Off = treatment is free.
- Downed Means Critical
wound_downed_critical - Anyone downed (0 HP) at any point in a fight gets the 0 HP wound tier when the fight ends for them, even if healed back up. Off = the wound comes from their HP at the end.
- Song of Rest
song_of_rest - Out of a fight, a Bard's Song of Rest halves the wound recovery time of everyone near them, once a day.
No rule matches that.